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#1 2012-09-24 20:24:15

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Fire Emblem - Near Perfect Battle Simulation

Old thread here:
http://scratch.mit.edu/forums/viewtopic.php?id=96345

http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

Introduction:
Wow, I've just realized I've been working on this on and off for around 3 years at this point.
So this is one of my pet projects, and is probably my proudest project that I've worked on in this site. It is essentially a near exact clone of the Fire Emblem battle system, which is a turn-based strategy role playing game series developed by Intelligent Systems and published by Nintendo.
Fire Emblem first received widespread attention with the inclusion of Marth and Roy, two Fire Emblem characters, in the very popular Super Smash Bros. Melee. This project is based off of Fire Emblem: Rekka no Ken, or Fire Emblem: The Blazing Sword (known just as Fire Emblem in America), the 7th installment of the series for the GBA and the first to be released overseas.
Currently, this project is still in development stages, and hasn't really gone past the point of a simulation. However, I am currently very close to making a game based off of this a reality, so I would appreciate it if constructive comments and criticism is given.
(A love it or two wouldn't hurt also  tongue )

Project Link:
http://scratch.mit.edu/projects/mkolpnji/2985143

Comments and Love-its would be appreciated.

Youtube Account + Videos
http://www.youtube.com/user/FireEmblemScratch

Spell Exhibition: http://www.scratch.mit.edu/ext/youtube/?v=8Ic4ZkiLWPQ
Skill Exhibition: http://www.scratch.mit.edu/ext/youtube/?v=ETvWgdPb8d8

Screenshots:
http://i723.photobucket.com/albums/ww232/mkolpnji/TitleScreen.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/attackScreen4.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/attackScreen3.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/attackScreen2.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/statusScreen2.gif
http://i48.tinypic.com/6qa4y0.gif

Description
Basically as the title says, this is a work in progress on a as close as perfect clone of the Fire Emblem battle system. This will eventually be made into a game.

Fire Emblem is a series of games made by Nintendo and Intelligent Systems that fit under the Strategy-Role-Playing-Game set of games.

Past Versions
Link to v4.99:
http://scratch.mit.edu/projects/mkolpnji/2797976

Link to v3.35:
http://scratch.mit.edu/projects/mkolpnji/2530768

Link to v2.7:
http://scratch.mit.edu/projects/mkolpnji/2517086

Link to v1.1:
http://scratch.mit.edu/projects/mkolpnji/1492994

Link to very first horrible version of this:
http://scratch.mit.edu/projects/mkolpnji/875965

Current Features:
-Accurate Hit, Damage, and Critical Formulas. (Currently lacks weapon rank bonuses)
-Player and Enemy phases.
-Weapons implemented, along with the Weapon Traingle.
-Magic Tomes implemented, along with the Trinity of Magic (Magic Weapon Triangle).
-Bows Implemented.
-Ability to choose the amount of spaces between the player unit and the enemy unit.
-Ability to choose the terrain that the player or enemy is standing on. This also affects the Hit and Damage values.
-Accurate animations. (Now Including dodging)
-Background music and sound effects.
-Ability to choose weapon.
-Enemy sprites will choose between a random of 3 every time you start a battle.
-Double hits have been implemented.
-Units will die when they reach 0 health. (Finally!)
-Intuitive Item and Equipment system. Allows for up to 5 items per unit, and automatically assigns equipment depending on what type of weapon the unit uses.
Additionally, there are buttons which you can click on to either equip or discard an item. Items also have uses, and will break when uses hit 0.
-Effectiveness bonus, certain weapons are effective against certain units.
-Weapon Levels.
-Skill System.

Planned Features:
-Adding more weapons.
-Adding more terrain.
-Add more class animations.
-Eventually move on and make a complete game with this.

Project Plans/Notes:
https://docs.google.com/document/d/1ZAj … rQhyQ/edit

List of classes:
https://docs.google.com/spreadsheet/ccc … ZUGc#gid=0

List of Weapons:
Swords:
-Iron Sword
-Steel Sword
-Silver Sword
-Lancereaver
-Killing Edge
-Armourslayer
-Longsword
-Brave Sword
-Slim Sword
-Iron Blade
-Steel Blade
-Silver Blade
-Regal Blade
-Mani Katti
-Sol Katti
-Wyrmslayer
-Sealed Sword

Axes:
-Iron Axe
-Steel Axe
-Silver Axe
-Swordreaver
-Swordslayer
-Killer Axe
-Hammer
-Halberd
-Brave Axe
-Hand Axe
-Tomahawk
-Basilikos
-Wolf Biel
-Armads
-Dragon Axe

Lances:
-Iron Lance
-Steel Lance
-Silver Lance
-Axereaver
-Killer Lance
-Heavy Lance
-Horseslayer
-Brave Lance
-Slim Lance
-Javelin
-Short Spear
-Spear
-Rex Hasta

Anima Magic Tomes:
-Fire
-Elfire
-Thunder
-Fimbulvetr
-Bolting

Light Magic Tomes:
-Lightning
-Shine
-Divine
-Aura
-Purge

Dark Magic Tomes:
-Flux
-Luna
-Nosferatu
-Eclipse

Bows:
-Iron Bow
-Steel Bow
-Silver Bow
-Killer Bow
-Brave Bow
-Short Bow
-Reinfleche
-Longbow

List of items:
-Vulnerary: Heals 10 HP.
-Elixir: Heals full HP.

List of skills:
https://docs.google.com/spreadsheet/ccc … vT3c#gid=0

List of available terrain:
-Plains
-Forest
-Mountain
-Peak
-Fort

Credits:
All battle formulas courtesy of: http://fireemblem.wikia.com/wiki/Battle_Formulas and Serenes Forest.
Sprites are from the Game Boy Advance Fire Emblem games. Ripped by FEPlanet, Serenes Forest, and Spriters Resource.
Soldier, Halberdier, Swordmaster (Astra), Luna, Astra, and Vengeance sprites made by BwdYeti. (he's amazing at making sprites) (support his game here: http://www.bwdyeti.com/fe7x/)
Halberdier portrait sprite made by MageKnight404.
Skill icons are from Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance.

Last edited by mkolpnji (2013-01-24 20:25:23)


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#2 2012-09-25 15:16:53

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update Log:
Initial Release:
-Just two people hitting each other infinitely with no formulas, and only a 1% chance for lyn to hit a critical.

v1.0
-Accurate Hit, Damage, and Critical Formulas. (However, they lack terrain bonuses, support bonuses, and effectiveness bonuses.)
-Weapons implemented, along with the Weapon Traingle. (Only Axes, Lances, and Swords are implemented right now.)
-Accurate animations (for the Bandit and Lord (Lyn))

v1.0.1
Bug Fixes:
-Fixed health restoration bug
-Fixed above 100 hit/crt, or below 0 hit/crt.

v1.0.2
Bug Fixes:
-Fixed weird 100 hit and 100 crt enemy bug.

v1.1:
-Added ability to change weapons (Only has 6 as of now)
Bug fixes:
-Fixed enemy hit at 100 bug.

v2:
-Added in more class animations.
-Added in double hits.
-Added calc button for calculating hit, dmg, and crt without going into a battle.
-Added in dodge animations.
-Added in sound effects.
-Added in dying.
-Fixed bugs involving the forumla which caused incorrect hit and dmg values.

v2.1
-Added Miss text that appears when a character misses.
-Added a flashing effect when a character is hit.

v2.2
-Added Mercenary Animations

v2.21
-Added Weapon and Weapon Triangle Bonus icons.

v2.22
-Changed Miss text animation.

v2.3
-Weapon triangle bonus icons now move.
-Added in terrain! You can use the Terrain Value sliders to adjust the terrain.
-Terrain Bonuses have been added to the battle formula.

v2.3
-Added a system for having more than 1 sprite for the enemies, which will reduce lag when adding and looking through costumes.
-Added fighter animations.
-Added a hp bar with animations.
-Made the hp go down in fire emblem fashion.

v2.4
-Added Mage sprites.
-Added system for magic effects and animations.
-Fixed it so that you can't double attack at the beginning of a battle.
-Added a turns counter just for the fun of it.

v2.5
-Added Fire and Thunder to the weapon list.
-Added fully functional magic damage formulas which use the resistance stat of the enemy.
-Added Thunder animations.
-Fixed problem with having over a certain amount of hp which caused the hp bar to go off the screen which caused a variety of graphical glitches.

v2.6
-Added Lightning, which is a Light Magic spell, thus it is ineffective against Anima (Fire, Thunder) Magic and effective against Dark Magic (yet to be added.)

v2.7
-Added Flux the first tier dark magic spell, which is strong against Anima magic but weak against Light magic.
-Changed the critical sound effect.
-Fixed double hits once again.

v3
-Added status screens to view the stats of the enemy and the player. I also removed the sliders and made it less confusing to change stats by going to the the status screen of the enemy or the player and then changing the stats there with a button.

v3.1
-Added Lord (Hector) animations to the player side.
-Added Lord (Eliwood) animations to the player side.
-Added Pegasus Knight animations to the enemy side.

v3.2
-Added arrows at the top of the status menu to switch between sections.
-Added an item screen to the status menu. You can see what weapon the enemy or player is using here and change it with buttons
-Added reaver weapons. Reaver weapons reverse the weapon triangle, thus an Lancereaver, a sword which would usually be bad against a lance, is effective against a lance instead, while it is weak agaisnt axes instead of being strong agaisnt them.

v3.21
-Added Monk animations

v3.22
-Added Shaman animations

v3.23
-Added Myrmidon Animations

v3.25
-Added some new weapons:
-Swordslayer, stronger version of Swordreaver
-Killing Edge, sword with a high crit rate
-Killer Axe, axe with a high crit rate
-Killer Lance, lance with high crit rate

v3.3
-Added the ability to set the amount of space between you and your enemy. If there is one space between the units, then melee weapons like swords, axes, and lances will not be able to hit the opposing unit, while ranged weapons like magic and bows, will still be able to.
-Added archer animations.
-Added bows. Bows are not included in any weapon triangle and they are special as they are physical, can be used to hit an enemy from one space away, but cannot hit an enemy that is right next to the user.
Bows Added:
-Iron Bow
-Steel Bow
-Killer Bow

v3.35
-Added five new weapons:
  -Elfire: A more powerful fire tome.
  -Silver Sword
  -Silver Axe
  -Silver Lance
  -Silver Bow
-Hopefully fixed the bug with the archer attacking one more time after the player dies.

v4
-Added item system! You can have up to 5 items in your inventory. Currently you can only change the weapon in the 1st inventory slot though.
-Finally made it so that certain classes can only use certain weapons! Now you can't have stuff like mages using swords or brigands using magic.
-Equipment setting system added! The weapon of the enemy and the player will automatically be set to the top most usuable weapon. If there are no usuable weapons, the unit cannot fight and is defenseless. There is a E symbol in the status screen showing which weapon is currently equipped.

Update: v4.5
-Major update.

-Altered battling to be more accurate to actual Fire Emblem! There are two phases, Player and Enemy. On the Player phase, the player attacks first, while on the enemy phase the enemy attacks first. Battles are no longer continuous and there are pauses between each phase. This also fixed double attacks as it was a bit bugged beforehand.

-Improved item system! There are now buttons next to each item in the status screen for the player and enemy. Clicking on them gives two options: Equip and Discard. Equip is self-explanatory, allowing one to equip an item. However, if the unit cannot use the item, the option will be greyed out. Discard gets rid of the item, but don't do this too much as there is no way to get back any items in the current version.
Additionally, uses have been added to each item. Every single time a weapon is used, it's use value goes down by 1. When this hits 0, the weapon will be permanently destroyed.

-Effectiveness bonus added! When weapons are used against certain units, some will be more effective than normal weapons. This grants a massive boost in power. You can see if a weapon is effective if it glows white during a battle sequence. One example of a effectiveness are that Swordslayers are effective against Myrmidons.

-Title screen added with music and glowing start button, because why not? (This also made me get rid of all the green flag starts code, which will be useful in the future)

-In lieu with the battle system changes, I've made it so that the project can load up partially filled hp bars.

-Thief unit added. They can use swords.

Update: v4.6
-Added a whole variety of weapons to furthur show off the changes I made in my last update:
-Effective against armor units:
-Armourslayer
-Hammer
-Heavy Lance
-Effective against horseriding units:
-Longsword
-Halberd
-Horseslayer
-Brave weapons, which double the amount of hits a unit can do, leading to a max of 4 hits in one turn:
-Brave Sword
-Brave Axe
-Brave Lance
-Brave Bow

-Fixed a variety of Hp bar bugs when the enemy/player had less than 31 max hp.

Update: v4.61
-Added Shine as a weapon, a medium-tier Light magic spell.
-Added Slim weapons, weapons with high accuracy and less weight but low might.
-Slim Sword
-Slim Lance

Update: v4.62
-Added a new Anima Magic Tome, Fimbuletvr. It is a high-ranked spell that summons a tornado before freezing the opponent.
-Readded the + and - buttons to the weapon status screen so you can actually change weapons. This however, like the Change Stats button will not be permanent and is only for testing purposes.

Update: v4.7
-Changed it so that you can only click on the item buttons if it is the corresponding unit's phase. (You can currently still change the weapon using the temporary + and - buttons)

-Added item system. When clicking on an item in a menu, the Equip button will instead be a use button. You can then use the item by pressing use. This, however, will skip the current phase and move on to the next one.

-Added two healing items:
-Vulnerary: Heals 10 HP.
-Elixir: Heals full HP.

-Backgrounds will now change depending on the terrain the unit being attacked is standing on.
-Background will darken during spell animations

Update: v4.71
-Added a variety of sound effects for buttons.
-Platforms and Sprites will now be farther apart if the units are 1 space away from each other.

Update: v4.75
-Added a new class, Wyvern Knights. They are soldiers that ride wyverns who use lances.
-Added a new dark magic spell: Luna. It has a special effect in that it negates the opposing unit's resistance.

Update: v4.8
-Added hit and critical effects, now there's even more awesome flashiness!
-Added in support for ranged axe and lance weapons. This means some new ranged effects, hit, and crit animations. Unfortunatly this only applies to enemies for now as some of the player unit code is outdated and will take some time to bring up to the enemy unit's code.
-Added in four new weapons to go along with the ranged physical weapon update.
-Handaxe
-Javelin
-Short Spear
-Spear

Update: v4.81
-Added in a new enemy unit: Pirates. They wield axes and are similar to the brigand unit.
-Player unit code has been brought up to the same level as enemy units, allowing multiple sprites and now supports the addition of magic units, bow units, and ranged weapons. This is only really apparent with hector using a hand axe in the current version.

Update: v4.82
-Added in a new enemy unit: Nomads, horseriding units that use bows.
-You can now change the enemy and player unit through the status menu (finally!). Click the + and - Buttons below the class variable to change the unit.

Update: v4.83
-Added in a new weapon: Divine, a higher level light magic than both Lightning and Shine.
-Enemies don't get automatically hit at the start of the spell animation, and will actually show the being hit animation at the proper time.

Update: v4.84
-Added in a new weapon: Nosferatu, a mid level Dark Magic Tome that allows you to damage your opponent and suck their HP into you. (Hp recovery has a pretty cool sound effect).

Update: v4.85
-Fixed a bug where having no weapon caused the weapon triangle calculations to think it was a lance, causing bonuses or penalties when there should not have been.
-Added in a new weapon: Aura, a high level Light magic tome.

Update: v4.86
-Added alternate animations, so that if a unit is using an alternate weapon, then it shows the animation of the unit using this alternate weapon. This only applies to Calvaliers who can use swords as an alternate weapon.
-Added the Tomahawk, a high damage throwing axe.
-Added 4 S-Rank or ultimate weapons:
-Sword: Regal Blade
-Axe: Basilikos
-Lance: Rex Hasta
-Bow: Reinfleche
-Added the Longbow, a special bow that has the ability to attack an enemy from 1-2 spaces away.
-Added a new anima magic tome, Bolting which can attack an enemy from 2-9 spaces away.

Update: v4.87
-Added the blade subclass of Sword weapons, which do more damage but weigh more than regular swords:
-Iron Blade
-Steel Blade
-Silver Blade
-Added the Short Bow, a low power but accurate and light bow that has a bit of crit.
-Added in a system for Preferential weapons, or weapons that only certain units can equips. (ex. The mani katti is a sword but only lyn can equip it)
-Added in 3 Prf weapons, all which are effective against both horse and armored units:
-Mani Katti
-Rapier
-Wolf Biel

Update: v4.88
-Wyvern Knights are now counted as part of the Dragon subclass, however they are still weak to bows.
-Added two weapons that are effective against dragons:
-Wyrmslayer - Sword
-Dragon Axe - Axe
-Added system that supports weapons giving +5 bonuses to stats when equipped.
-Added 3 of the Legendary Weapons, all of which are effective against dragons:
-Sol Katti - Used by Lyn, +5 Res.
-Durandal: - Used by Eliwood, +5 Str.
-Armads - Used by Hector, +5 Def.

Update: v4.89
-Added Purge, a Light Magic Tome with a range of 3 - 10.

Update: v4.90
-Added Eclipse, a Dark Magic Tome with range 3-10. It halves the enemies hp, but has low accuracy.

Update: v4.91
-Added in Roy as a Player Unit for fun. He wields swords.

Update: v4.95
-ENEMY STAT UPDATE. Enemies will now have somewhat randomnized stats whenever you finish a fight or when you change the enemy. The stats will be based off of the class of the enemy and the level of the enemy.
-Added Sealed Sword, Roy's personal weapons which is as strong as Hector's Armads and has a low weight.
-Fixed hp bug with enemy having less than 31 max hp and not having full hp.

Update: v4.97
-Players will now gain EXP after battles. A exp bar will appear after a sequence of hits and will show the player unit gaining exp. If it hits 100 exp, the player unit will level up and the exp will go back down to 0. You will gain more exp for killing enemies than just damaging them. Leveling up currently doesn't increase stats but that will be added in a future update.

Update: v4.99
-LEVEL UP SYSTEM FULLY IMPLEMENTED. Units will now gain stats in a semi-random way dependent on each unit's growth rates when they level up. Comes even with a fancy statup screen and effect.

Update: v5.00
First, the minor stuff:
-Added a new enemy unit, the Soldier. Soldiers are generally weak enemy units that have high strength but extremely low skill and speed. They use lances.
-When you level up, a number showing how much a stat has gone up will now show.
-The unit changing + and - buttons are now arrows, and play a sound when changing a unit.
-Player units can no longer go past level 20.
-A popup message will now show up telling you if a weapon has broken.
-You can now hold h while clicking on weapons in order to see a description of it with its stats.

And now the major updates:
-Player units are now completely seperate from each other! This means that every single player unit has different stats, different inventories, and different levels and exp values!
-WEAPON RANKS HAVE FINALLY BEEN IMPLEMENTED.
(for player units) Player units can no longer use certain weapons if they don't have a high enough weapon level. For example, a Tomahawk has a requirement of at least an "A" Weapon Level in Axes. If you have B, D, C, or E, you cannot use this weapon.
-In order to alleviate this, weapon exp has now been implemented! Each time a player unit uses a certain weapon in battle, they accumulate weapon EXP in that category of weapon. When it has accumulated enough weapon EXP, a message will show saying that the weapon level has increased for that particular weapon type. As weapon levels go up, it will take more EXP and thus time to reach the next weapon level.

Update: v5.1
-Skill System implemented! See what skills a unit has on the third page of the status screen.
-There are two types of skills, passive and active. Passive skills will always affect your unit no matter what happens, while active skills need a set of circumstances to be true to activate. Active skills will only activate during a fight and will have a special animation and a popup declaring that the skill was activated.
-New Passive Skills:
Critical +5 - Increases crt by 5
Critical +10 - Increases crt by 10.
Critical +15 - Increases crt by 15.
Critical +20 - Increases crt by 20.
Insight - Increases accuracy by 20.
-New Active Skills:
Wrath - Activation: HP < Max HP/2 Increases critical rate by 50%.

Update: v5.11
-Fixed bug causing graphical issues with spell casting animations.
-Fixed bug causing players to not recover HP occasionly when a new battle has begun.
-Added a new Active Skill:
Resolve - Activation: HP < Max HP/2. Increases hit and damage by 20%.

Update: v5.12
-New Active Skill: Luna - Halves enemies defense and doubles Str. Activation: Skill%

Update: v5.13
-New Active Skill: Sol - Heals HP equal to damage dealt to enemy. Activation: Skill%

Update: v5.14
-New Active Skill: Astra - Deals 5 consecutive hits at half damage. Each hit can critical or miss. Activation: Skill/2%
-New Enemy Unit: Swordmaster. A promoted Myrmidon that has mastered the way of the sword. Default Skills: Critical +15, Astra.

Update: v5.15
-New Enemy Unit: Berserker - Raging axe users who have promoted from a Brigand or a Pirate. Posess high critical rates. Skills: Critical +20

Update: v5.16
-Berserkers now have Wrath as a class skill.
-New Active Skill: Deadeye- Activation: Skill% Deals 1.5x damage at 100% accuracy.
-New Enemy Class: Sniper - Promoted archers who have mastered the bow. Skills: Critical +10, Deadeye.

Update: v5.17
-New Active Skill: Flare - Activation: Skill%. Halves enemy resistance.
-New Enemy Unit: Sage - Promoted mages who have mastered anima magic. Class Skill: Flare

Update: v5.18
-Nerfed Wrath so that it only provides a 30% boost to critical instead of a 50%.
-Buffed Resolves so it provides a 30% boost to damage and hit instead of a 20% boost
-New Active Skill: Vengeance - Activation: Skill*2%. Deals (Max HP - Current HP)/2 more damage.
-New Class: Druid. Promoted shamans who have mastered dark, elder magic. Skills: Vengeance.

Update: v5.19
-New Class: Paladin. A promoted Cavalier who has gained the knowledge and experience to be a force to be reckoned with. Uses swords and lances. Class Skill: Sol


Update: v5.20
-New Class: Halberdier. Promoted soldiers who have attained the skill to masterfully wield lances. Skills: Critical +10, Luna.

Update: v5.21
-New Active Skill: Lethality - Activation: Crt/2% Insta-kill the opposing unit.
-New Enemy Class: Assassin - Thieves who have mastered the art of killing. Skills: Insight, Critical +10, Lethality

Update: v5.22
-New Active Skill: Corona - Activation: Skill% Halves enemy Res.
-New Enemy Class: Bishop. Promoted Cleric or Monk who has mastered the staff and light magic. Skills: Corona

Update: v5.23.
-New Enemy Class: Valkyrie - Promoted Troubador who ride horses while healing with staves and fighting with anima magic. Skills: Flare.

Last edited by mkolpnji (2013-01-22 22:44:16)


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#3 2012-11-05 16:28:56

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.5
-Major update.

-Altered battling to be more accurate to actual Fire Emblem! There are two phases, Player and Enemy. On the Player phase, the player attacks first, while on the enemy phase the enemy attacks first. Battles are no longer continuous and there are pauses between each phase. This also fixed double attacks as it was a bit bugged beforehand.

-Improved item system! There are now buttons next to each item in the status screen for the player and enemy. Clicking on them gives two options: Equip and Discard. Equip is self-explanatory, allowing one to equip an item. However, if the unit cannot use the item, the option will be greyed out. Discard gets rid of the item, but don't do this too much as there is no way to get back any items in the current version.
Additionally, uses have been added to each item. Every single time a weapon is used, it's use value goes down by 1. When this hits 0, the weapon will be permanently destroyed.

-Effectiveness bonus added! When weapons are used against certain units, some will be more effective than normal weapons. This grants a massive boost in power. You can see if a weapon is effective if it glows white during a battle sequence. One example of a effectiveness are that Swordslayers are effective against Myrmidons.

-Title screen added with music and glowing start button, because why not? (This also made me get rid of all the green flag starts code, which will be useful in the future)

-In lieu with the battle system changes, I've made it so that the project can load up partially filled hp bars.

-Thief unit added. They can use swords.


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#4 2012-11-06 01:42:51

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Bump.


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#5 2012-11-07 20:22:57

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.6
-Added a whole variety of weapons to furthur show off the changes I made in my last update:
-Effective against armor units:
-Armourslayer
-Hammer
-Heavy Lance
-Effective against horseriding units:
-Longsword
-Halberd
-Horseslayer
-Brave weapons, which double the amount of hits a unit can do, leading to a max of 4 hits in one turn:
-Brave Sword
-Brave Axe
-Brave Lance
-Brave Bow

-Fixed a variety of Hp bar bugs when the enemy/player had less than 31 max hp.


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#6 2012-11-07 22:30:34

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Updated the topic with some new up-to-date screenshots.


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#7 2012-11-08 18:05:37

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.61
-Added Shine as a weapon, a medium-tier Light magic spell.
-Added Slim weapons, weapons with high accuracy and less weight but low might.
-Slim Sword
-Slim Lance


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#8 2012-11-10 18:53:24

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.62
-Added a new Anima Magic Tome, Fimbuletvr. It is a high-ranked spell that summons a tornado before freezing the opponent.
-Readded the + and - buttons to the weapon status screen so you can actually change weapons. This however, like the Change Stats button will not be permanent and is only for testing purposes.


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#9 2012-11-11 15:30:35

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.7
-Changed it so that you can only click on the item buttons if it is the corresponding unit's phase. (You can currently still change the weapon using the temporary + and - buttons)

-Added item system. When clicking on an item in a menu, the Equip button will instead be a use button. You can then use the item by pressing use. This, however, will skip the current phase and move on to the next one.

-Added two healing items:
-Vulnerary: Heals 10 HP.
-Elixir: Heals full HP.

-Backgrounds will now change depending on the terrain the unit being attacked is standing on.
-Background will darken during spell animations


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#10 2012-11-11 20:16:46

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.71
-Added a variety of sound effects for buttons.
-Platforms and Sprites will now be farther apart if the units are 1 space away from each other.


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#11 2012-11-12 20:04:54

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.75
-Added a new class, Wyvern Knights. They are soldiers that ride wyverns who use lances.
-Added a new dark magic spell: Luna. It has a special effect in that it negates the opposing unit's resistance.


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#12 2012-11-13 11:42:32

TeslaKat
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Registered: 2012-10-01
Posts: 55

Re: Fire Emblem - Near Perfect Battle Simulation

tongue  What's it called when you 'bump' someone else's thread? (ANyways, great job, I love fire emblem. I have a 'free' version on my 3ds.)


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#13 2012-11-14 22:34:17

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

TeslaKat wrote:

tongue  What's it called when you 'bump' someone else's thread? (ANyways, great job, I love fire emblem. I have a 'free' version on my 3ds.)

Haha, that would be Fire Emblem: The Sacred Stones.

Anyways quick status report, I'm currently in the middle of implementing "ranged" or throwing melee weapons such as handaxes and javelins.
It's going to take some time though as I have to animate new sprites for every single unit that uses either an axe or a lance.
I estimate that it'll probably go up sometime tomorrow.


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#14 2012-11-15 22:11:11

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.8
-Added hit and critical effects, now there's even more awesome flashiness!
-Added in support for ranged axe and lance weapons. This means some new ranged effects, hit, and crit animations. Unfortunatly this only applies to enemies for now as some of the player unit code is outdated and will take some time to bring up to the enemy unit's code.
-Added in four new weapons to go along with the ranged physical weapon update.
-Handaxe
-Javelin
-Short Spear
-Spear


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#15 2012-11-16 11:46:31

TeslaKat
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Registered: 2012-10-01
Posts: 55

Re: Fire Emblem - Near Perfect Battle Simulation

mkolpnji wrote:

TeslaKat wrote:

tongue  What's it called when you 'bump' someone else's thread? (ANyways, great job, I love fire emblem. I have a 'free' version on my 3ds.)

Haha, that would be Fire Emblem: The Sacred Stones.

Anyways quick status report, I'm currently in the middle of implementing "ranged" or throwing melee weapons such as handaxes and javelins.
It's going to take some time though as I have to animate new sprites for every single unit that uses either an axe or a lance.
I estimate that it'll probably go up sometime tomorrow.

Wow, I have no idea how you have that much spare time.  tongue  Anyays, good luck, and I hope you manage to get more views!


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#16 2012-11-16 16:57:45

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

TeslaKat wrote:

mkolpnji wrote:

TeslaKat wrote:

tongue  What's it called when you 'bump' someone else's thread? (ANyways, great job, I love fire emblem. I have a 'free' version on my 3ds.)

Haha, that would be Fire Emblem: The Sacred Stones.

Anyways quick status report, I'm currently in the middle of implementing "ranged" or throwing melee weapons such as handaxes and javelins.
It's going to take some time though as I have to animate new sprites for every single unit that uses either an axe or a lance.
I estimate that it'll probably go up sometime tomorrow.

Wow, I have no idea how you have that much spare time.  tongue  Anyays, good luck, and I hope you manage to get more views!

Haha the thing is that I actually really don't.  tongue
It's just that I spend a large majority of my spare time working on this.


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#17 2012-11-16 17:01:45

TeslaKat
Scratcher
Registered: 2012-10-01
Posts: 55

Re: Fire Emblem - Near Perfect Battle Simulation

mkolpnji wrote:

TeslaKat wrote:

mkolpnji wrote:


Haha, that would be Fire Emblem: The Sacred Stones.

Anyways quick status report, I'm currently in the middle of implementing "ranged" or throwing melee weapons such as handaxes and javelins.
It's going to take some time though as I have to animate new sprites for every single unit that uses either an axe or a lance.
I estimate that it'll probably go up sometime tomorrow.

Wow, I have no idea how you have that much spare time.  tongue  Anyays, good luck, and I hope you manage to get more views!

Haha the thing is that I actually really don't.  tongue
It's just that I spend a large majority of my spare time working on this.

Yeah..... I don't think I have the dedication to do that. Besides, I can't animate at all.  tongue


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#18 2012-11-16 23:14:30

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.81
-Added in a new enemy unit: Pirates. They wield axes and are similar to the brigand unit.
-Player unit code has been brought up to the same level as enemy units, allowing multiple sprites and now supports the addition of magic units, bow units, and ranged weapons. This is only really apparent with hector using a hand axe in the current version.


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#19 2012-11-17 20:35:59

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.82
-Added in a new enemy unit: Nomads, horseriding units that use bows.
-You can now change the enemy and player unit through the status menu (finally!). Click the + and - Buttons below the class variable to change the unit.


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#20 2012-11-18 15:58:11

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.83
-Added in a new weapon: Divine, a higher level light magic than both Lightning and Shine.
-Enemies don't get automatically hit at the start of the spell animation, and will actually show the being hit animation at the proper time.


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#21 2012-11-18 18:10:31

Hailz99
New Scratcher
Registered: 2012-11-16
Posts: 13

Re: Fire Emblem - Near Perfect Battle Simulation

Amazing project! Very realistic, and I love the screenshots! ;D

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#22 2012-11-19 20:52:50

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.84
-Added in a new weapon: Nosferatu, a mid level Dark Magic Tome that allows you to damage your opponent and suck their HP into you. (Hp recovery has a pretty cool sound effect).

EDIT:
On another note, the current project size is 9980 kb, literally 20 kb from the limit, so I need to figure out some ways to cut down the size.

Last edited by mkolpnji (2012-11-19 21:02:50)


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#23 2012-11-22 19:07:49

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: v4.85
-Fixed a bug where having no weapon caused the weapon triangle calculations to think it was a lance, causing bonuses or penalties when there should not have been.
-Added in a new weapon: Aura, a high level Light magic tome.


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#24 2012-11-23 18:08:37

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Unfortunately, I had to both remove the music and compress the images a bit in order to upload it without having it above the 10 mb project limit.

Update: v4.86
-Added alternate animations, so that if a unit is using an alternate weapon, then it shows the animation of the unit using this alternate weapon. This only applies to Calvaliers who can use swords as an alternate weapon.
-Added the Tomahawk, a high damage throwing axe.
-Added 4 S-Rank or ultimate weapons:
-Sword: Regal Blade
-Axe: Basilikos
-Lance: Rex Hasta
-Bow: Reinfleche
-Added the Longbow, a special bow that has the ability to attack an enemy from 1-2 spaces away.
-Added a new anima magic tome, Bolting which can attack an enemy from 2-9 spaces away.


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#25 2012-11-23 19:42:51

mkolpnji
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Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Update: Added the music back in. Was able to cut back on file size in other ways, bringing it down to 9964 kb.


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